Vulcan clans were family unit groups into which the people of the Vulcan civilization were organized. These family units were broken into smaller extended clans from tribal lines which were further organized into houses (be they lesser, high, greater, noble or royal).
History and specifics[]
Clan roles in Vulcan society[]
As Vulcan itself was governed by an oligarchy of several prominent families, these extremely disciplined, complex and close-knit family units had important roles in Vulcan society, culture and law. (TOS novel: Yesterday's Son)
Structural makeup of a clan[]
Subclans[]
A subclan referred to parts of a clan which had been broken down into smaller units of a hundred people, presumably after these groups had been separated from the rest of their clan by either environment or time. (TOS novel: Spock's World)
Subfamilies[]
Smaller in its membership base than a subclan, a subfamily was a group of individuals within a clan or subclan who were closely related to each other either genetically (like by siblings, parents, or offspring) or legally (like by adoption or marriage). (TOS novel: Spock's World)
In the age of expansion, when no other ship of Nomikh's clan was big enough to take all of the original complement of their asteroid-mining ship Gelevesh, whole subfamilies of the subclan were forced to scatter across the planet and find work on the ground or in someone else's ship. (TOS novel: Spock's World)
Roles and hierarchies in a clan[]
Everyone in a house worked, regardless of an individual's rank or their clan or house's renown. (TOS novel: Spock's World)
Eldest/head of house[]
Vulcan family units (tribes or clans) of the same House were lead by an individual that held the title of the Eldest of House (also known as the Head of House). Normally a matriarch, the eldest of house was in charge of the affairs of their House and/or one or more of its constituent clans or tribes. (TOS novel: Sarek)
It had been said that there was no relationship more sacred than that between a Head of House and their house, and that to kill the Head of one's own House was as good as to kill the House itself. Though this sentiment didn't stop some throughout Vulcan history from making attempts on the lives of such individuals anyway. When an individual holding this title died, their successor by default was whoever was the eldest of those closest to them by blood. (TOS novel: Spock's World)
Alternatively or even in addition to this, a head of House wishing to qualify a successor of their own choosing could pass on their Katra to their preferred successor, as T'Pau did to Amanda to allow her to qualify as Eldest Mother of the house and serve as joint head alongside Sarek. (TOS novel: Spock's World)
For official ceremonies such as those held for those who successfully completed their kahs-wan rite of passage, a Head of House would wear a formal austere brown robe bearing bronze symbols to denote their status as Head of House (they could choose to bear modern or archaic forms of the complex glyphs depending on their personal preference). (TOS novel: Vulcan's Forge)
Examples of individuals who held this title included Elieth (great-aunt to starfleet officer Tuvok), who held the title of Eldest Mother of her House until her death when it was passed on to Tuvok's mother T'Meni. (VOY novel: Pathways)
Other examples of such individuals included many legendary figures. In the age of antiquity, Lady Suvin was head of her house before House Velekh was exterminated. (TOS novel: Spock's World)
Another example involving an important historical figure was Surak, who was head of his house by the time he'd just begun to draft his revolutionary teachings and philosophies. (TOS - Vulcan's Soul novel: Exodus). A more recent such example was T'Pau, who was matriarch (implying she was the head of house) of the Clan Hgrtcha. (ST - Myriad Universes novella: The Tears of Eridanus)
- T'Pau was also said to be the matriarch of the tribe of famous Federation Starfleet officer Spock, in TOS novel: Vulcan's Forge. Since Spock was identified as a member of the clan Talek-sen-deen in Vulcan's Glory, while T'Pau was identified as being matriarch of Clan Hgrtcha in The Tears of Eridanus, this could either mean that a single individual could be in charge of more than one tribe/clan, OR it could mean that the Talek-sen-deen and the Hgrtcha clans were both members of the House of Surak. In the latter case, T'Pau's status as Head of House would make her matriarch to all the house's constituent clans—including Talek-sen-deen and Hgrtcha. A conclusion which wouldn't be entirely baseless, as T'Pau is described as the Head of House of Surak's line (the house which Sarek was part of) in Spock's World.
Clan council[]
For the Lyr Zor clan at least, a clan council adept would assist a child of their clan in their meditation at various points as they grew up. More specifically, when the child conducted the first rite of Tal T'Lee (their first meditation), and later again when the child took part in An-Prele (learning pain control meditation) in their mid to late teens. (TOS - Fortunes of War novel: Battlestations!)
Own-children[]
An own-child was more than simple marriage fodder. It presumably meant that such individuals had a relationship to the head of House which was confirmed by binding or other legal instrument. (TOS novel: Spock's World)
Right-line children[]
A right-line child was just "marriage-fodder" (in other words; a gaming piece). A euphemism meaning these individuals had some relationship to the head of the house, but not one confirmed by binding or other legal instrument. During the age of antiquity, that meant these individuals were by-blows and destined to be married off to some other house in return for some political favour or potential alliance (or, if they were for whatever reason put out of the marriage market, they could end up disowned or sold as a servant). (TOS novel: Spock's World)
House steward[]
The House Steward was a Vulcan individual who was assigned (presumably by a clan or house representative) to serve as a steward of a home or family estate. In the early 23rd century, one had been assigned to Sarek and Amanda's home Keldeen. (TOS novel: Ghost-Walker)
General clan customs[]
The Vulcan rituals and ceremonies surrounding marriage, burial and birth remained intact over the millennia, and not even the logic of Surak managed to strip them away. (TOS novelization: Star Trek V: The Final Frontier)
The following were common customs in Vulcan clans.
Customs relating to birth[]
Traditionally, a male Vulcan was not present at the time their mate delivered their child during their pregnancy. (TOS novelization: Star Trek)
Upon their birth, children were not given a name until their Naming Day. (TOS novel: Sarek)
Customs relating to adoption[]
There were numerous instances throughout Vulcan history of members (usually leaders) of Vulcan Houses adopting orphaned children into their houses and/or clans.
Examples included the engineer Karatek who decided to adopt into his house the freshly-orphaned children Kovar and his sister Tu'Pari (the latter took on the name Sarissa after joining the house) whose parents had been killed in a te-Vikram raid. (TOS - Vulcan's Soul novel: Exodus)
A clan known for making 'adoption' a regular practice were perhaps the te-Vikram brotherhood - though their methods of acquiring such individuals or recruits tended to more infamously resemble kidnapping and abduction rather than a legal process. (TOS novels: Exodus, Exiles, Epiphany)
Customs relating to marriage[]
As part of typical Vulcan custom, parents arranged for their children to be betrothed at around seven Earth years old. The betrothal involved a Bonding ceremony which telepathically linked the two children so they would later seek each other out during their pon farr cycle. This practice had been in place for thousands of generations, and in ancient times was used to prevent wars and strengthen ties between neighbours by adjoining their ancestral lands. (TOS novel: Dwellers in the Crucible)
The Clan of the Eye's customs sparked the traditional clan practice of marrying out a clan's children with those of another clan who possessed some desirable trait. (TOS novel: Spock's World)
A betrothal would typically become a marriage when the couple turned 18. A betrothal could go on beyond that time if the delay was due to reasons or honourable commitments which no respectable clan would expect one of the betrothed to break. Despite this, six years was seen by some to be far beyond what any respectable clan would judge to be reasonable. (TOS novel: Vulcan's Glory)
Customs relating to rites of passage[]
The early education curriculum for Vulcan children ensured they learned the most rudimentary telesper skills necessary to attain better control over their innate telepathic abilities. (TOS novel: Unspoken Truth)
- It is unknown whether or not the training regime is the same across the various Vulcan clans and houses, but if the Lyr Zor clan's training regime is any indication of the norm, then Vulcan children are expected to spend the first 30 to 35 years of their lives gaining a greater understanding of the Vulcan people and culture as they gradually learn to control their emotions and telepathic capabilities.
First mind meld[]
On the eve of a Vulcan child's seventh birthday, a than'tha (a Vulcan adult that was usually their parent or the closest available proxy to their parent) would guide a Vulcan child through their first mind meld. (TOS - Strange New Worlds II short story: "The First Law of Metaphysics")
Kahs-wan[]
As a Vulcan child grew older, they would prepare for and undertake the Kahs-wan maturity test as one of their rights of passage. This was an ancient pre-Surakian survival ritual. Those who survived seven days alone in a harsh environment (usually the Vulcan Forge) had successfully taken their first step into adulthood. (TOS novel: Exodus)
In the ceremony for those who successfully completed their Kahs-wan, the eldest of a batch lead their agemates up to a platform where a high priestess and their Head of House would present them with the hereditary (though mostly symbolic by the 22nd century) weapons of the Great Houses. (TOS novel: Vulcan's Forge)
History[]
The oldest Vulcan family lines had ancient roots which went all the way back to the Vulcan people's primitive beginnings. (Last Unicorn RPG module: The Way of Kolinahr: The Vulcans)
Ancient history[]
- Primitive beginnings
- The primitive Vulcans arose into existence in tribal groupings of families, and had just developed speech by the time their sun's solar flare intensely damaged their world, transforming much of the planet's surface into deserts. (TOS novel: Spock's World)
- In the aftermath of the solar flare
- The tribal groupings of these early Vulcans were divided into numerous small clans which sought the few prized water springs left on their desolate world. (TOS novel: Spock's World)
- The ancient basis for modern Vulcan customs
- The dangers of daytime travel made it difficult to wage conflict when the sun was up, at least until a clan possessing an inner eyelid which enabled them to travel during the day captured the well spring at Pelasht.
- In exchange for access to resources and other clans' unique advantages, they allowed other clans to breed with them to develop the trait as well. This primitive form of eugenics formed the ancient basis of Vulcan marriage customs. In time, various telepathy and other traits spread throughout the race. (TOS novel: Spock's World)
Age of antiquity[]
The ancient Vulcan people were divided into tribes consisting of extended clans organised together for protection against the harsh desert environment. These nomadic tribes traveled between different reservoirs of water. Some eventually established permanent settlements in areas that provided adequate food, water and shelter. Thus founding what would later become the first city-states. (Last Unicorn RPG module: The Way of Kolinahr: The Vulcans)
It was believed that certain Vulcans possessed moderate amounts of psionic talents at this time. Vulcans with such abilities were often revered focal points of their tribes and the sources of many alliances between different families, though some acquired such individuals by force. In addition, the vicious competition for natural resources often lead to fierce conflict. (Last Unicorn RPG module: The Way of Kolinahr: The Vulcans)
Golden age[]
- Immediately after the end of the Time of Awakening in the year 312
- An adherent of Surak's teachings known as Selok rose to prominence and formalised the unity of the Vulcan species by creating the Theorems of Governance. This merged the traditionalist functions of Vulcan's past with the new peaceful approaches needed to form a world government. (Last Unicorn RPG module: The Way of Kolinahr: The Vulcans)
- As Tu-Surak (the Way of Surak) spread throughout Vulcan
- The Great Houses saw the wisdom in Selok's proposal and approved it. This unified the entire race of previously-warring clans under the principles of logic, pacifism and emotional suppression, and drove the species into an era of peace, scientific discovery and enlightenment. (Last Unicorn RPG module: The Way of Kolinahr: The Vulcans)
Known Vulcan clans[]
In ancient times (at least in the years before Phelsht was taken by the Clan of the Eye), true Vulcan clan names were kept secret among their members and many tribes chose to invent and tell false names to other clans (though the paths of rival clans rarely crossed). (TOS novel: Spock's World)
- This may provide a potential alternative explanation for many contradictions and discrepancies in clan and tribe names (as well as the membership bases of these named groups) both in a single and across multiple sources. Though such an application would likely only apply to ancient tribes formed in times before the Vulcan Reformation, as by the 22nd century the Vulcan people had become so reputed for their honesty that it was said that vulcans could not lie (and likely wouldn't make up false names for themselves. But those of older clans might sometimes choose to go by a false or true name depending on which was more widely known).
Great/high clans[]
Clan Archenida[]
Prior to the Reformation, Archenida was one of the old warrior clans of Vulcan. By 2253, it was described as one of the high clans and high houses of Vulcan. (TOS novel: Vulcan's Glory)
Archenida history and specifics[]
- After the Battle of Deen T'zal, (circa Vulcan year 1433)
- Archenida war-leader Sorrd took from the Kawarda the gem later known as "Vulcan's Glory" as a prize of war. (TOS novel: Vulcan's Glory)
- After the Time of Awakening
- The nature of the gem itself changed from a prize of war to a symbol of peace. The Archenida remained its guardians until, to their great shame, it was lost onboard the vessel He-shii while in space to tour the Vulcan colonies. (TOS novel: Vulcan's Glory)
- Eventual Recovery (2253)
- Theorists extrapolated the He-shii‘s course to the planet GS391 and the USS Enterprise was dispatched to investigate. An all-Vulcan landing party located the He-shii's remains and learned that the Glory had been taken to the planet Areta aboard a life shell (a shuttlecraft of sorts). The Enterprise tracked down the remains of the crash-landed life shell and recovered the Glory. After the Enterprise crew confirmed that the Glory was indeed real, they returned it to Vulcan (TOS novel: Vulcan's Glory)
- It is unknown if the Archenida resumed their traditional role as its custodians.
Clan of the Eye[]
The Clan of the Eye was the secret name by which its members referred to their own clan (the false name or names which they invented and were likely called by other clans was unknown). They called themselves the Eye because their clan possessed a mutation in the form of an inner eyelid which protected their eyes from the bright Vulcan sun. (TOS novel: Spock's World)
Clan of the Eye history and specifics[]
This clan used their inner eyelids to their advantage by storming the Phelsht wellspring during the day. They captured the region (which they would later begin to use as their home), and the warrior who'd lead the attack again used the inner eyelid mutation to her advantage by using it to persuade the survivors to put up no resistance and instead form a strategic alliance with the Clan of the Eye. Later, when the mutation and Phelsht's strategic resources caught the attention of other tribes, the Clan of the Eye offered such would-be attackers (or the survivors for those who did attack) this same deal. (TOS novel: Spock's World)
Noble clans[]
Ansa-sen-tar[]
A noble clan of Vulcans, Ansa-sen-tar consisted of members of the house of Sidak. (TOS novel: Vulcan's Glory)
The house was as ancient as the house of Surak. T'Pris's family had an honorable heritage, first as military leaders when Vulcans embraced a more savage civilization, and then as advocates and counselors when Vulcan philosophy turned to logic and peace. (TOS novel: Vulcan's Glory)
Talek-sen-deen[]
A noble clan of Vulcans, Talek-sen-deen consisted of members of the noble house of Surak. (TOS novel: Vulcan's Glory)
Talek-sen-deen history and specifics[]
Weaknesses such as being subject to anger, fighting with one's agemates (even when taunted), and giving way to emotional tears were not tolerated in heirs of this noble clan. (TOS novel: Vulcan's Glory)
The ranking male family member of at least this clan wore a heavy gold clan ring on his left hand's index finger. (TOS novel: Vulcan's Glory)
Clans of unknown renown[]
Clan Ghe'Hara[]
A young Surak thought it was quite probable that the warriors who took the Ko N'ya stone from him were of clan Ghe'Hara. (TNG novel: The Devil's Heart)
Clan Hgrtcha[]

Sarek belonged to the Vulcan clan Hgrtcha. (TOS novel: Ishmael; ENT - Rise of the Federation novel: Uncertain Logic)

T'Pau was matriarch of this clan. (ST - Myriad Universes novella: The Tears of Eridanus)
- These statements would seem to contradict other sources, as Spock was a member of the noble clan Talek-sen-deen in the TOS novel: Vulcan's Glory, despite his father Sarek belonging to Clan Hgrtcha in the TOS novel: Ishmael and ENT - Rise of the Federation novel: Uncertain Logic. Additionally, T'Pau (the matriarch of Clan Hgrtcha in ST - Myriad Universes novella: The Tears of Eridanus) was established as matriarch of Spock's tribe in the TOS novel: Vulcan's Forge. However, since Talek-sen-deen was described as one of the clans making up the House of Surak, and T'Pau was named as the Head of House (of which Sarek was part) of Surak's line in the TOS novel: Spock's World, it is possible to infer that the Clan Hgrtcha could simply be another constituent clan of the House of Surak, an inferred conclusion which would resolve these seeming contradictions and make it possible for all the aforementioned sources' claims to be true.
Clan K'vek[]
Noted for being the leading merchant family on Vulcan, Clan K'vek was a group present within Vulcan society that traditionally ruled the city of Kir in the Kir Province (the latter area held the estates of several of the Great Houses on the planet in addition numerous individuals with political connections). They had a long history dating back to when the Vulcan people were just becoming a spacefaring race. (Last Unicorn RPG module: The Way of Kolinahr: The Vulcans)
Clan Kawarda[]

The Kawarda was an ancient Vulcan house and clan who once possessed the gemstone later known as Vulcan's Glory until the Battle of Deen T'zal in 1433, when it was taken as a prize of war by warlord Sorrid of clan Archenida. (TOS novel: Vulcan's Glory)
The Vulcan's Glory was the heart of the house of Kawarda, as they believed the spirit of their clan dwelt in the stone, and that to own it was to own the soul—the very being—of the Kawarda. A belief which the rest of Vulcan eventually took to heart when they abandoned the ways of war in favor of the ways of logic. The Vulcan's Glory henceforth became a great cultural artifact for their civilization. (TOS novel: Vulcan's Glory)
Clan Lyr Zor[]

The Lyr Zor were a clan of Vulcans that resided in the more remote parts of the planet Vulcan, namely in the Lyr T'aya region in the Vuldi Gorge. (TOS - Fortunes of War novel: Battlestations!)
Clan training curricula and rites of passage[]
- From ages zero to four
- Children took part in visual mathematics, basic calculation and begun the neurological organisation of their brains (which was followed by an identity meld). (TOS - Fortunes of War novel: Battlestations!)
- By age four
- Children began mathematics (with algebra, geometry and physics dominating their studies) and species identification. They also began to coordinate the use of their physical bodies. (TOS - Fortunes of War novel: Battlestations!)
- At age eight
- Vulcan children began preliminary telepathic communication. They were also taught etiquette, their clan history, Vulcan anthropology, calculus and quantum physics. (TOS - Fortunes of War novel: Battlestations!)
- At age ten
- Children learned to suppress cortical stimuli in the dominant hemisphere. They also learned of their race's cultural history and began a study of Vulcan rites of passage. (TOS - Fortunes of War novel: Battlestations!)
- By age eleven (their early years of study)
- Children learned of the pressure points needed for mind melding, memory accuracy and internal time counting. They were also introduced to logic and definition, the principles of analysis, concreteness of thought and physical deportment. (TOS - Fortunes of War novel: Battlestations!)
- Between ages thirteen to fifteen (the beginning of formal training)
- The first rite of Tal T'Lee was conducted (adolescents were assisted in their meditation by an adept of their clan council). Following the adolescents learning to control their subdominant cortices was Dwemish Hi-An, where they learned identity isolation and brain control with numbers systems and equations. They also learned multiplication left to right whereupon they took part in Enok-Kal Fi Lar (the processes of definition and the concepts of given). (TOS - Fortunes of War novel: Battlestations!)
- Between ages sixteen to nineteen
- Once they'd completed the beginning of their formal training, the adolescent took part in An-Prele (learning pain control meditation from a clan council adept). They were also expected to read Essays of Discipline and Analysis of Pseudodoxy in addition to learning to segregate the lobes of their brains. (TOS - Fortunes of War novel: Battlestations!)
- Between ages twenty to twenty-four
- Young adults were expected to learn of logical paradigms and behavioural modification through the The Runes of T'Vish. They also learned multiplication right to left, diagonal and cross multiplication as well as how to isolate their katra. (TOS - Fortunes of War novel: Battlestations!)
- Between ages twenty-five to twenty-nine
- The Sele-An-T'Lee was conducted (comprising of lessons in subdominant brain organisation, advanced philosophy and logic, muscle coordination and the control of will). Part of this included learning the five steps (the belief discipline, reality awareness, sensory acuteness, visual calculation and fact analysis). They were also taught advanced mind meld techniques. Further readings were also expected, which included Logic and Definition, Equations, Systems of Logic, The Interior and Purpose as Prime Motivator. (TOS - Fortunes of War novel: Battlestations!)
- By ages thirty to thirty five
- The Vulcan was expected to have conducted the Norn-La-Hal (which involved superior control meditation and neurological organisation). Furthermore, importance was placed on the dignity and tradition in Vulcan identity as well as the contemplations of infinity. There was also further study of Vulcan dharma as well as advanced readings on the mystagogues of Surak, Scorus, T'Enne, T'Vish, Prisu and Seltar. The training's final stage involved Venlinahr (the state most adult Vulcans had attained) which involved meditation by individual discretion. (TOS - Fortunes of War novel: Battlestations!)
Clan Phelsht[]
The Phelsht were the clan that occupied and controlled the region of the same name before the Clan of the Eye stormed it and claimed it as their own. They were the first to form a strategic alliance with the Eye. (TOS novel: Spock's World)
Pain Casters[]
The Pain Casters were an ancient Vulcan clan that were part of Vulcan's occult history. They practiced a form of religion which used rituals similar to Human voodoo. (TOS comic: "The Voodoo Planet")
Te-Vikram Brotherhood[]
The Te-Vikram Brotherhood (sometimes simply referred to as the Te-Vikram) were a powerful force that resisted technological changes which, as a traditional group, they viewed as heresy. The te-Vikram brotherhood were hated by the rest of Vulcan, who viewed them as nothing more than a group of nomadic raiders who were prone to violence and posed a constant threat to lone desert travellers. A reputation which was well-earned, as the Brotherhood were as well-known for butchering and robbing innocents as they were for killing their enemies with impunity. (TOS novels: Exodus, Exiles, Epiphany)
Structural membership makeup[]
Their members included acolytes, underpriests, priests, warrior priests and their leaders (usually known as priest-kings, though one respected leader was known as the Old Mother of Fire). (TOS novels: Exodus, Exiles, Epiphany)
The Brotherhood grew in number by either birthing offspring amongst themselves, capturing and forcibly marrying Vulcan females to unmated males in the tribe, or capturing young Vulcan children and raising them by te-Vikram ideals. (TOS novels: Exodus, Exiles, Epiphany)
Traditional territory[]
The Te-Vikram's territory was located within the Womb of Fire of Vulcan's Forge. A sacred location to the Brotherhood, as their core belief was that they had to face and overcome 'challenges' in order to make themselves stronger. (TOS novels: Exodus, Exiles, Epiphany)
Customs and traditions[]
In order to preserve their Final Honor and that of the Te-Vikram clan, older dying Te-Vikram warriors typically chose to go out into the desert and die, or (when incapable of doing so) commit a form of ritual suicide, or (if incapable of even that) have their closest kinsmen assist them in doing so. (TOS novels: Exodus, Exiles, Epiphany)
Possible Vulcan clans[]
Ancient Vulcan[]
Nashih[]
During the age of expansion, the Nashih were a group of Vulcans that won a five-year war against house Teleiw and took their rival's remaining flagship as a prize of war for their own use as a scoutship or something along those lines. (TOS novel: Spock's World)
- Though the Nashih would almost certainly need to be a House or Clan (or at least a state, nation or similar) in order to even be able to go to war with a house, and would have also had to possess influence, resources, ships, weaponry and numbers comparable to or better than that of House Teleiw in order to win such a war, the TOS novel: Spock's World doesn't outright specify that the Nashih are a rival Clan or House to House Teleiw. Therefore, it cannot be said for sure which type of group the Nashih are.
Unknown time periods[]
Thirty Tribes[]
Formed on the planet Vulcan in the Year of Blood, the Thirty Tribes were an association founded by the Vulcan Stur. (TOS novel: Spock, Messiah!)
See also[]
Known Vulcan Houses:
- House Balev
- House Duveh (royal, ancient Vulcan)
- House Galsh
- House Kehievt
- House Lassiriheh (royal, ancient Vulcan)
- House of Sidak (noble)
- House of Surak (noble)
- House Teleiw
- House Velekh (high/great, exterminated sometime after 855 B.C.)
- Old House Yehenik (high)
Possible Vulcan houses:
- House of Kir (due to T'Kir's hybrid nature, this could be either a Vulcan, Romulan or perhaps even a Human house)